>
> > The rules as written say that a concentrated theist loses all
> > 'talents, charms, fetishes, spirits, scriptures, spells, and
> > grimoires', but that they retain all their common magic feats. It's
> > also possible for an initiate to concentrate their magic. I modify
> > both of these rules.
>
> So you don't allow an initiate to concentrate?
Correct. Although, since I don't apply the double hero point cost to those who haven't concentrated, it's difficult to see what the point would be!
-- Trotsky Gamer and Skeptic ------------------------------------------------------ Trotsky's RPG website: http://www.ttrotsky.pwp.blueyonder.co.uk/
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